2nd-Level Wizard Spells, Book of Experimental Might, Alternate Magic System

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An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.

Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.

Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.


A

A Moment Ago: Duplicates the most recent spell from the last round.

Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.

Airbubble: Creates a small globe of breathable air around your head.

Alustriel’s Banner: Creates an illusionary banner or battle standard; used for rallying troops.

Anavar’s Anticipated Attack: Next attack against you suffers a –20 penalty.

C

Charm Person: Makes one person your friend.

Chill Touch: One touch/level deals 1d6 points of damage and possibly 1 point of Strength damage.

Comprehend Languages: You understand all spoken and written languages.

D

Disdain the Divine: Grants +1 bonus/four levels to saves against divine spells.

Disguise Self: Changes your appearance.

E

Endure Elements: Subject exists comfortably in hot or cold environments.

Enlarge Person: Humanoid creature doubles in size.

Expeditious Retreat: Your speed increases by 30 feet.

F

G

Guide Craft: A ship, boat, cart, or wagon moves as you command.

H

Harassing Weapon: Weapon of force threatens target.

I

J

K

L

M

Mount: Summons riding horse for two hours/level.

N

O

P

Precise Vision: Grants +5 bonus to Spot and Search.

Protection From Chaos/Evil/Good/Law: Protects subject from possession, hedges out elementals and outsiders.

Q

R

Ray of Enfeeblement: Ray deals 1d6 points of Strength damage +1 point/two levels.

Reduce Person: Humanoid creature halves in size.

S

Shocking Grasp: Touch delivers 1d6 points of electricity damage/level (max. 5d6).

Silent Image: Creates minor illusion of your design.

Slip Between Sight: You gain +5 bonus to Sneak checks.
True Strike: Gain +20 bonus on your next attack roll.

T

U

Unhand: Disarms target.

V

W

X

Y

Z